OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour.
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@@ -271,7 +271,7 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
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if (r_hdr->integer)
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{
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer)
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textureInternalFormat = GL_RGBA16F_ARB;
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else
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textureInternalFormat = GL_RGBA8;
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@@ -410,7 +410,7 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
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VectorScale(color, lightScale, color);
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer)
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ColorToRGBA16F(color, (unsigned short *)(&image[j*8]));
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else
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ColorToRGBM(color, &image[j*4]);
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